mirror of
https://github.com/BepInEx/BepInEx.git
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When `GameDataPath` is invalid, do not throw an exception; instead, set both `GameDataPath` and `ManagedPath` to `null`.
148 lines
5.9 KiB
C#
148 lines
5.9 KiB
C#
using System.IO;
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using System.Linq;
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using System.Reflection;
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using MonoMod.Utils;
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using SemanticVersioning;
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namespace BepInEx;
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/// <summary>
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/// Paths used by BepInEx
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/// </summary>
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public static class Paths
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{
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// TODO: Why is this in Paths?
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/// <summary>
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/// BepInEx version.
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/// </summary>
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public static Version BepInExVersion { get; } =
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Version.Parse(MetadataHelper.GetAttributes<AssemblyInformationalVersionAttribute>(typeof(Paths).Assembly)[0]
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.InformationalVersion);
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/// <summary>
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/// BepInEx version without the build suffix.
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/// </summary>
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public static Version DisplayBepInExVersion { get; } =
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new(BepInExVersion.Major, BepInExVersion.Minor, BepInExVersion.Patch, BepInExVersion.PreRelease);
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/// <summary>
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/// The path to the Managed folder that contains the main managed assemblies.
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/// </summary>
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public static string ManagedPath { get; private set; }
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/// <summary>
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/// The path to the game data folder of the currently running Unity game.
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/// </summary>
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public static string GameDataPath { get; private set; }
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/// <summary>
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/// The directory that the core BepInEx DLLs reside in.
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/// </summary>
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public static string BepInExAssemblyDirectory { get; private set; }
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/// <summary>
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/// The path to the core BepInEx DLL.
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/// </summary>
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public static string BepInExAssemblyPath { get; private set; }
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/// <summary>
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/// The path to the main BepInEx folder.
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/// </summary>
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public static string BepInExRootPath { get; private set; }
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/// <summary>
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/// The path of the currently executing program BepInEx is encapsulated in.
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/// </summary>
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public static string ExecutablePath { get; private set; }
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/// <summary>
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/// The directory that the currently executing process resides in.
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/// <para>On OSX however, this is the parent directory of the game.app folder.</para>
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/// </summary>
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public static string GameRootPath { get; private set; }
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/// <summary>
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/// The path to the config directory.
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/// </summary>
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public static string ConfigPath { get; private set; }
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/// <summary>
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/// The path to the global BepInEx configuration file.
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/// </summary>
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public static string BepInExConfigPath { get; private set; }
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/// <summary>
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/// The path to temporary cache files.
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/// </summary>
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public static string CachePath { get; private set; }
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/// <summary>
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/// The path to the patcher plugin folder which resides in the BepInEx folder.
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/// </summary>
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public static string PatcherPluginPath { get; private set; }
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/// <summary>
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/// The path to the plugin folder which resides in the BepInEx folder.
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/// <para>
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/// This is ONLY guaranteed to be set correctly when Chainloader has been initialized.
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/// </para>
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/// </summary>
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public static string PluginPath { get; private set; }
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/// <summary>
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/// The name of the currently executing process.
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/// </summary>
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public static string ProcessName { get; private set; }
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/// <summary>
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/// List of directories from where Mono will search assemblies before assembly resolving is invoked.
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/// </summary>
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public static string[] DllSearchPaths { get; private set; }
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public static void SetExecutablePath(string executablePath,
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string bepinRootPath = null,
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string managedPath = null,
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bool gameDataRelativeToManaged = false,
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string[] dllSearchPath = null)
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{
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ExecutablePath = executablePath;
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ProcessName = Path.GetFileNameWithoutExtension(executablePath);
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GameRootPath = PlatformHelper.Is(Platform.MacOS)
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? Utility.ParentDirectory(executablePath, 4)
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: Path.GetDirectoryName(executablePath);
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if (managedPath != null && gameDataRelativeToManaged)
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{
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GameDataPath = Path.GetDirectoryName(managedPath);
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}
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else
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{
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// According to some experiments, Unity checks whether globalgamemanagers/data.unity3d exists in the data folder before picking it.
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// 'ProcessName_Data' folder is checked first, then if that fails 'Data' folder is checked. If neither is valid, the player crashes.
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// A simple Directory.Exists check is accurate enough while being less likely to break in case these conditions change.
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GameDataPath = Path.Combine(GameRootPath, $"{ProcessName}_Data");
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if (!Directory.Exists(GameDataPath))
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GameDataPath = Path.Combine(GameRootPath, "Data");
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}
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if (string.IsNullOrEmpty(GameDataPath) || !Directory.Exists(GameDataPath))
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GameDataPath = null;
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ManagedPath = managedPath ?? (GameDataPath != null ? Path.Combine(GameDataPath, "Managed") : null);
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BepInExRootPath = bepinRootPath ?? Path.Combine(GameRootPath, "BepInEx");
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ConfigPath = Path.Combine(BepInExRootPath, "config");
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BepInExConfigPath = Path.Combine(ConfigPath, "BepInEx.cfg");
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PluginPath = Path.Combine(BepInExRootPath, "plugins");
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PatcherPluginPath = Path.Combine(BepInExRootPath, "patchers");
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BepInExAssemblyDirectory = Path.Combine(BepInExRootPath, "core");
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BepInExAssemblyPath = Path.Combine(BepInExAssemblyDirectory,
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$"{Assembly.GetExecutingAssembly().GetName().Name}.dll");
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CachePath = Path.Combine(BepInExRootPath, "cache");
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DllSearchPaths = (dllSearchPath ?? new string[0]).Concat(new[] { ManagedPath }).Where(p => p != null).Distinct().ToArray();
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}
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internal static void SetPluginPath(string pluginPath) =>
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PluginPath = Utility.CombinePaths(BepInExRootPath, pluginPath);
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}
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